Skybox WIP
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@@ -13,20 +13,17 @@ ShaderManagerClass::ShaderManagerClass()
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m_LightMapShader = 0;
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m_RefractionShader = 0;
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m_WaterShader = 0;
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m_CelShadingShader = 0;
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m_CelShadingShader = 0;
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}
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ShaderManagerClass::ShaderManagerClass(const ShaderManagerClass& other)
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{
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}
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ShaderManagerClass::~ShaderManagerClass()
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{
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}
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bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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{
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Logger::Get().Log("Initializing ShaderManagerClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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@@ -35,7 +32,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -45,7 +41,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the normal map shader object.
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m_NormalMapShader = new NormalMapShaderClass;
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result = m_NormalMapShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -55,7 +50,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the multitexture shader object.
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m_MultitextureShader = new MultiTextureShaderClass;
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result = m_MultitextureShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -65,7 +59,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the translate shader object.
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m_TranslateShader = new TranslateShaderClass;
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result = m_TranslateShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -75,7 +68,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the alpha map shader object.
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m_AlphaMapShader = new AlphaMapShaderClass;
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result = m_AlphaMapShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -85,7 +77,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the specular map shader object.
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m_SpecMapShader = new SpecMapShaderClass;
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result = m_SpecMapShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -95,7 +86,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the transparent shader object.
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m_TransparentShader = new TransparentShaderClass;
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result = m_TransparentShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -105,7 +95,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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result = m_LightShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -115,7 +104,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the light map shader object.
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m_LightMapShader = new LightMapShaderClass;
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result = m_LightMapShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -125,7 +113,6 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the refraction shader object.
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m_RefractionShader = new RefractionShaderClass;
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result = m_RefractionShader->Initialize(device, hwnd);
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if (!result)
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{
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@@ -134,20 +121,18 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
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// Create and initialize the water shader object.
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m_WaterShader = new WaterShaderClass;
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result = m_WaterShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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m_CelShadingShader = new CelShadingShader;
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result = m_CelShadingShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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m_CelShadingShader = new CelShadingShader;
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result = m_CelShadingShader->Initialize(device, hwnd);
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if (!result)
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{
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return false;
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}
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Logger::Get().Log("ShaderManagerClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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@@ -182,7 +167,7 @@ void ShaderManagerClass::Shutdown()
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m_MultitextureShader = 0;
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}
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// Release the multitexture shader object.
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// Release the translate shader object.
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if (m_TranslateShader)
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{
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m_TranslateShader->Shutdown();
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@@ -246,10 +231,15 @@ void ShaderManagerClass::Shutdown()
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m_WaterShader = 0;
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}
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Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the cel shading shader object.
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if (m_CelShadingShader)
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{
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m_CelShadingShader->Shutdown();
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delete m_CelShadingShader;
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m_CelShadingShader = 0;
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}
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return;
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Logger::Get().Log("ShaderManagerClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
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@@ -257,7 +247,6 @@ bool ShaderManagerClass::RenderTextureShader(ID3D11DeviceContext* deviceContext,
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{
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bool result;
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result = m_TextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture);
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if (!result)
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{
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@@ -273,7 +262,6 @@ bool ShaderManagerClass::RenderNormalMapShader(ID3D11DeviceContext* deviceContex
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{
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bool result;
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result = m_NormalMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, colorTexture, normalTexture, lightDirection, diffuseColor);
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if (!result)
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{
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@@ -289,7 +277,6 @@ bool ShaderManagerClass::RenderMultitextureShader(ID3D11DeviceContext* deviceCon
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{
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bool result;
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result = m_MultitextureShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
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if (!result)
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{
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@@ -305,7 +292,6 @@ bool ShaderManagerClass::RenderTranslateShader(ID3D11DeviceContext* deviceContex
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{
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bool result;
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result = m_TranslateShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, valeur);
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if (!result)
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{
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@@ -321,7 +307,6 @@ bool ShaderManagerClass::RenderAlphaMapShader(ID3D11DeviceContext* deviceContext
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{
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bool result;
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result = m_AlphaMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3);
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if (!result)
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{
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@@ -338,8 +323,7 @@ bool ShaderManagerClass::RenderSpecMapShader(ID3D11DeviceContext* deviceContext,
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{
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bool result;
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result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
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result = m_SpecMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2, texture3, lightDirection,
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diffuseColor, cameraPosition, specularColor, specularPower);
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if (!result)
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{
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@@ -355,7 +339,6 @@ bool ShaderManagerClass::RenderTransparentShader(ID3D11DeviceContext* deviceCont
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{
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bool result;
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result = m_TransparentShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, blendAmount);
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if (!result)
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{
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@@ -371,7 +354,6 @@ bool ShaderManagerClass::RenderlightShader(ID3D11DeviceContext* deviceContext, i
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{
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bool result;
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result = m_LightShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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@@ -386,7 +368,6 @@ bool ShaderManagerClass::RenderlightMapShader(ID3D11DeviceContext* deviceContext
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{
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bool result;
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result = m_LightMapShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture1, texture2);
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if (!result)
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{
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@@ -401,7 +382,6 @@ bool ShaderManagerClass::RenderRefractionShader(ID3D11DeviceContext* deviceConte
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{
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bool result;
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result = m_RefractionShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, lightPosition, clipPlane);
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if (!result)
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{
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@@ -417,7 +397,6 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
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{
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bool result;
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result = m_WaterShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix, reflectionTexture,
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refractionTexture, normalTexture, waterTranslation, reflectRefractScale);
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if (!result)
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@@ -434,10 +413,10 @@ bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceConte
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bool result;
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result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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}
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if (!result)
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{
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return false;
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}
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return true;
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return true;
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}
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